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KEPUTUSAN PEMBELIAN ULANG KONSUMEN PADA RUMAH MAKAN RAJA SATE DAN SOTO SERTA FAKTOR-FAKTOR YANG MEMPENGARUHINYA Abdullah; Reza Widhar Pahlevi; Narwanto Nurcahyo
JEMBA: JURNAL EKONOMI, MANAJEMEN, BISNIS DAN AKUNTANSI Vol. 1 No. 1: Januari 2022
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (312.379 KB)

Abstract

This study aims to determine the consumer repurchase decisions of Raja and Soto restaurants in Yogyakarta. Through the questionnaire method, the sample in this study amounted to 139 respondents who were consumers of the Raja Sate and Soto Restaurants in Yogyakarta. The data analysis technique used multiple linear regression analysis with the SPSS program. Based on the results of multiple linear regression, it was found that 0.5555> 0.05 location had no significant effect on consumer repurchase decisions at Raja Sate and Soto restaurants. and Soto. It was found that 0.000 < 0.05 price had a significant effect on consumers' repurchase decisions at Raja Sate and Soto restaurants. The results found that 0.001 < 0.05 service quality had a significant effect on consumer repurchase decisions at Raja Sate and Soto restaurants.
SYSTEMATIC ANALYSIS OF INTEGRATED MARKETING COMMUNICATION RESEARCH Reza Widhar Pahlevi; Narwanto Nurcahyo
Jurnal Manajemen Pemasaran Vol. 16 No. 2 (2022): Oktober 2022
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/pemasaran.16.2.104-114

Abstract

This study aims to analyze international scientific articles for integrated marketing communication research systematically, both from the perspective of themes, research locations and subjects, as well as the research methods used. This study reviewed 149 scientific articles and presented four main findings. First. The first theme in marketing communications research is integrated with marketing communications and customer relationship management, the second theme deals with the concept known as value added of the plans developed for the role of communication. Second, the questionnaire is a data collection that is predominantly used. Third, research on integrated marketing communications, both in developing and developed countries, has almost the same number of studies. Fourth, based on the bibliometric technique using Vosviewer, it is divided into four clusters and recommends further research agendas to elaborate theoretical and methodological aspects by testing the four themes. By exploring these four themes, it will contribute further to the development of integrated marketing communications in the future.
Analisis Pengaruh Kualitas Aplikasi Employee Self Service (EES) Terhadap Kepuasan Kerja Dan Efektivitas Kinerja Karyawan Dodi Setiawan Riatmaja; Dinda Sukmaningrum; Narwanto Nurcahyo; Lalu Supardin
EKOMA : Jurnal Ekonomi, Manajemen, Akuntansi Vol. 3 No. 5: Juli 2024
Publisher : CV. Ulil Albab Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/ekoma.v3i5.4507

Abstract

During the Fourth Industrial Revolution, technological advancements are growing at an accelerating pace. In this new era, technology and personalization have become critical concerns for digital startups. This research aims to analyze the impact of Employee Self-Service (ESS) implementation quality on job satisfaction and employee productivity. A quantitative method is employed in this study. The primary source of information for this investigation is employees working at digital startups in Yogyakarta. A total of 130 participants are sampled for this research, and the analysis is conducted using Smart PLS software for Partial Least Squares analysis.The participants in this study are employees of digital startups in Yogyakarta. Based on the results of this research project, the quality of ESS implementation in digital startups in Yogyakarta has a significantly positive impact on both job satisfaction and employee productivity.
Digital Business Strategies to Navigate Technological Disruption in 2026 Gregorius Paulus Tahu; Septimus Adrianus Mali; Narwanto Nurcahyo
Jurnal Ragam Pengabdian Vol. 3 No. 1 (Spesial Issue) (2026): "Dharma Samudera"
Publisher : Lembaga Teewan Journal Solutions

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62710/nnahbk11

Abstract

This study explores the role of digital business strategies in navigating technological disruption by 2026. The rapid advancement of technologies such as AI, blockchain, and IoT presents both challenges and opportunities for businesses to adapt. The objective is to analyze how companies can implement effective digital strategies to stay competitive in an evolving digital landscape. Utilizing a library research methodology, the study collects data from books, journals, and case studies on digital transformation, disruption, and strategic adaptation. Findings reveal that businesses embracing digital transformation and fostering organizational agility are more successful in leveraging emerging technologies. However, companies face significant barriers such as financial constraints, skills gaps, and resistance to change. The study concludes that adopting a holistic approach to digital strategies, aligning technology with business goals, and investing in continuous innovation are key to overcoming disruption and achieving long-term success.
PENGARUH GAMIFIKASI DALAM PEMBELAJARAN ONLINE TERHADAP MOTIVASI BELAJAR SISWA Narwanto Nurcahyo; Dodi Setiawan Riatmaja; Melinda Yusri Rizki; Trisna Rukhmana; Al Ikhlas; Loria Wahyuni; Mira Hastin
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 6 No. 3 (2025): Volume 6 No 3 Tahun 2025
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v6i3.46555

Abstract

Perkembangan teknologi digital telah membawa perubahan signifikan dalam metode pembelajaran, khususnya pembelajaran online. Gamifikasi, yaitu penerapan elemen-elemen permainan seperti poin, badge, leaderboard, dan tantangan, menjadi salah satu inovasi yang dapat meningkatkan motivasi belajar siswa. Penelitian pengabdian masyarakat ini bertujuan untuk menganalisis pengaruh gamifikasi dalam pembelajaran online terhadap motivasi belajar siswa. Metode yang digunakan adalah quasi-experiment dengan desain pretest-posttest nonequivalent control group. Sampel terdiri dari siswa SMP/SMA yang terbagi dalam kelompok eksperimen yang menggunakan gamifikasi dan kelompok kontrol yang menggunakan pembelajaran online konvensional. Data motivasi belajar dikumpulkan melalui kuesioner skala Likert dan dianalisis menggunakan uji statistik Independent Samples t-test. Hasil penelitian menunjukkan peningkatan motivasi belajar yang signifikan pada kelompok yang menggunakan gamifikasi dibandingkan kelompok kontrol. Peningkatan tersebut terlihat dari aspek motivasi intrinsik maupun ekstrinsik siswa. Selain itu, respon positif dari siswa terhadap elemen gamifikasi memperkuat efektivitas metode ini dalam pembelajaran daring. Temuan ini memberikan rekomendasi bagi pendidik dan pengembang platform e-learning untuk mengintegrasikan gamifikasi dalam strategi pembelajaran guna meningkatkan keterlibatan dan hasil belajar siswa secara optimal.